The story’s historical structure
This is the order established by the announced premise and biographies, rather than a chapter-by-chapter walkthrough. Exact dates for the lost civilizations and the distance between visited eras have not been published.
- THE DISTANT PAST
Civilizations on the lost continents
The adventure concerns four lost continents and their histories. M.O.S. was created in an earlier civilization developed through magical energy, then later recovered from the seabed.
- A THOUSAND-YEAR RULER
The White City’s unchanging order
The Almighty is described as having lived for a thousand years. He knows the lost continents and their history, but forbids progress in the city he rules. His stated age does not date every event in its history.
- WADE’S RECENT PAST
Three years of memories
Wade has no memories from more than three years ago. He serves within Urvis Ael’s security organization before his extraordinary power changes his view of the city.
- THE START OF THE ADVENTURE
A departure into the Forbidden Sea
After being pursued as a heretic, Wade leaves Urvis Ael in search of the world outside. The announcement connects that escape to new allies and the hidden history of the world.
- PAST ↔ PRESENT
Saving the past changes the present
The journey crosses eras, bringing ancestors and descendants into the same larger story. Actions in the past can affect the present, and knowledge from earlier heroes can be inherited.

Ambulis makes the two eras personal
The official website groups Marti, Rose and Rubin in the past of Ambulis. Mayaca and Capuron appear in its present. Marti and Mayaca are explicitly connected as ancestor and descendant, making the region a concrete example of the game’s generational structure.
Their biographies emphasize a change in perspective: Marti is confident enough to challenge inherited stories, while Mayaca struggles with the reputation he leaves behind. Read the generation map to distinguish that descent from adoption, childhood friendship and village relationships.
Three ways the game approaches the past
Personal history: Wade wants to understand his origins and the memories he cannot access. Regional history: the continents hold the civilizations and events behind the state of the world. Inherited knowledge: Psychometry lets the past change a character’s abilities in battle.
Those layers should not be collapsed into one chronology with invented dates. The premise establishes travel between past and present, while the progression guide explains how memories can be useful even when a complete historical sequence is not yet known.
Sources & further reading
- Marvelous USA: Eternal Anima announcement and editions
- Marvelous: World & Characters (Japanese)
- Eternal Anima official Japanese website
- Eternal Anima on Steam
Last updated September 10, 2026 · Editorial approach · Suggest a correction